Files
ppsspp/UI/ImDebugger/ImGe.cpp

230 lines
7.2 KiB
C++

#include "ext/imgui/imgui.h"
#include "ext/imgui/imgui_impl_thin3d.h"
#include "UI/ImDebugger/ImGe.h"
#include "UI/ImDebugger/ImDebugger.h"
#include "GPU/Common/GPUDebugInterface.h"
#include "GPU/Common/FramebufferManagerCommon.h"
#include "GPU/Common/TextureCacheCommon.h"
#include "GPU/Common/VertexDecoderCommon.h"
#include "Core/HLE/sceDisplay.h"
#include "Core/HW/Display.h"
#include "GPU/Debugger/State.h"
#include "GPU/GPUState.h"
void DrawFramebuffersWindow(ImConfig &cfg, FramebufferManagerCommon *framebufferManager) {
ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver);
if (!ImGui::Begin("Framebuffers", &cfg.framebuffersOpen)) {
ImGui::End();
return;
}
framebufferManager->DrawImGuiDebug(cfg.selectedFramebuffer);
ImGui::End();
}
void DrawTexturesWindow(ImConfig &cfg, TextureCacheCommon *textureCache) {
ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver);
if (!ImGui::Begin("Textures", &cfg.texturesOpen)) {
ImGui::End();
return;
}
textureCache->DrawImGuiDebug(cfg.selectedTexAddr);
ImGui::End();
}
void DrawDisplayWindow(ImConfig &cfg, FramebufferManagerCommon *framebufferManager) {
ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver);
if (!ImGui::Begin("Display", &cfg.displayOpen)) {
ImGui::End();
return;
}
ImGui::Checkbox("Display latched", &cfg.displayLatched);
PSPPointer<u8> topaddr;
u32 linesize;
u32 pixelFormat;
__DisplayGetFramebuf(&topaddr, &linesize, &pixelFormat, cfg.displayLatched);
VirtualFramebuffer *fb = framebufferManager->GetVFBAt(topaddr.ptr);
if (fb && fb->fbo) {
ImTextureID texId = ImGui_ImplThin3d_AddFBAsTextureTemp(fb->fbo, Draw::FB_COLOR_BIT, ImGuiPipeline::TexturedOpaque);
ImGui::Image(texId, ImVec2(fb->width, fb->height));
ImGui::Text("%s - %08x", fb->fbo->Tag(), topaddr.ptr);
} else {
// TODO: Sometimes we should display RAM here.
ImGui::Text("Framebuffer not available to display");
}
ImGui::End();
}
// Note: This is not exclusively graphics.
void DrawDebugStatsWindow(ImConfig &cfg) {
ImGui::SetNextWindowSize(ImVec2(300, 500), ImGuiCond_FirstUseEver);
if (!ImGui::Begin("Debug Stats", &cfg.debugStatsOpen)) {
ImGui::End();
return;
}
char statbuf[4096];
__DisplayGetDebugStats(statbuf, sizeof(statbuf));
ImGui::TextUnformatted(statbuf);
ImGui::End();
}
// Stub
void DrawGeDebuggerWindow(ImConfig &cfg) {
ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver);
if (!ImGui::Begin("GE Debugger", &cfg.geDebuggerOpen)) {
ImGui::End();
return;
}
gpu->DrawImGuiDebugger();
ImGui::End();
}
// TODO: Separate window or merge into Ge debugger?
void DrawGeStateWindow(ImConfig &cfg, GPUDebugInterface *gpuDebug) {
ImGui::SetNextWindowSize(ImVec2(300, 500), ImGuiCond_FirstUseEver);
if (!ImGui::Begin("GE State", &cfg.geStateOpen)) {
ImGui::End();
return;
}
if (ImGui::BeginTabBar("GeRegs", ImGuiTabBarFlags_None)) {
auto buildStateTab = [&](const char *tabName, const TabStateRow *rows, size_t numRows) {
if (ImGui::BeginTabItem(tabName)) {
if (ImGui::BeginTable("fpr", 3, ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersH)) {
ImGui::TableSetupColumn("bkpt", ImGuiTableColumnFlags_WidthFixed);
ImGui::TableSetupColumn("State", ImGuiTableColumnFlags_WidthFixed);
ImGui::TableSetupColumn("Value", ImGuiTableColumnFlags_WidthStretch);
for (size_t i = 0; i < numRows; i++) {
ImGui::TableNextRow();
ImGui::TableNextColumn();
ImGui::Text("-"); // breakpoint
ImGui::TableNextColumn();
ImGui::TextUnformatted(rows[i].title.data(), rows[i].title.data() + rows[i].title.size());
ImGui::TableNextColumn();
char temp[256];
auto &info = rows[i];
const bool enabled = info.enableCmd == 0 || (gstate.cmdmem[info.enableCmd] & 1) == 1;
const u32 value = gstate.cmdmem[info.cmd] & 0xFFFFFF;
const u32 otherValue = gstate.cmdmem[info.otherCmd] & 0xFFFFFF;
const u32 otherValue2 = gstate.cmdmem[info.otherCmd2] & 0xFFFFFF;
FormatStateRow(gpuDebug, temp, sizeof(temp), info.fmt, value, enabled, otherValue, otherValue2);
ImGui::TextUnformatted(temp);
}
ImGui::EndTable();
}
ImGui::EndTabItem();
}
};
buildStateTab("Flags", g_stateFlagsRows, g_stateFlagsRowsSize);
buildStateTab("Lighting", g_stateLightingRows, g_stateLightingRowsSize);
buildStateTab("Texture", g_stateTextureRows, g_stateTextureRowsSize);
buildStateTab("Settings", g_stateSettingsRows, g_stateSettingsRowsSize);
// Do a vertex tab (maybe later a separate window)
if (ImGui::BeginTabItem("Vertices")) {
const ImGuiTableFlags tableFlags =
ImGuiTableFlags_Resizable | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_ScrollY;
if (ImGui::BeginTabBar("vertexmode", ImGuiTabBarFlags_None)) {
auto state = gpuDebug->GetGState();
char fmtTemp[256];
FormatStateRow(gpuDebug, fmtTemp, sizeof(fmtTemp), CMD_FMT_VERTEXTYPE, state.vertType, true, false, false);
ImGui::TextUnformatted(fmtTemp);
// Let's see if it's fast enough to just do all this each frame.
int rowCount_ = gpuDebug->GetCurrentPrimCount();
std::vector<GPUDebugVertex> vertices;
std::vector<u16> indices;
if (!gpuDebug->GetCurrentSimpleVertices(rowCount_, vertices, indices)) {
rowCount_ = 0;
}
VertexDecoderOptions options{};
// TODO: Maybe an option?
options.applySkinInDecode = true;
auto buildVertexTable = [&](bool raw) {
// Ignore indices for now.
if (ImGui::BeginTable("rawverts", VERTEXLIST_COL_COUNT + 1, tableFlags)) {
static VertexDecoder decoder;
decoder.SetVertexType(state.vertType, options);
static const char *colNames[] = {
"Index",
"X",
"Y",
"Z",
"U",
"V",
"Color",
"NX",
"NY",
"NZ",
};
for (int i = 0; i < ARRAY_SIZE(colNames); i++) {
ImGui::TableSetupColumn(colNames[i], ImGuiTableColumnFlags_WidthFixed, 0.0f, i);
}
ImGui::TableSetupScrollFreeze(0, 1); // Make header row always visible
ImGui::TableHeadersRow();
ImGuiListClipper clipper;
_dbg_assert_(rowCount_ >= 0);
clipper.Begin(rowCount_);
while (clipper.Step()) {
for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) {
int index = indices.empty() ? i : indices[i];
ImGui::PushID(i);
ImGui::TableNextRow();
ImGui::TableNextColumn();
ImGui::Text("%d", index);
for (int column = 0; column < VERTEXLIST_COL_COUNT; column++) {
ImGui::TableNextColumn();
char temp[36];
if (raw) {
FormatVertColRaw(&decoder, temp, sizeof(temp), index, column);
} else {
FormatVertCol(temp, sizeof(temp), vertices[index], column);
}
ImGui::TextUnformatted(temp);
}
ImGui::PopID();
}
}
clipper.End();
ImGui::EndTable();
}
};
if (ImGui::BeginTabItem("Raw")) {
buildVertexTable(true);
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Transformed")) {
buildVertexTable(false);
ImGui::EndTabItem();
}
// TODO: Let's not include columns for which we have no data.
ImGui::EndTabBar();
}
ImGui::EndTabItem();
}
ImGui::EndTabBar();
}
ImGui::End();
}